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1stresponse
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1stresponse
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Edit your 'cargrp',.if your car assign to to be driven by Ballas gangs then you will see your car mostly in BALLAS TERRITORY. If your car then assign to group of 'worker' you will mostly see your car in Shipyards, County place or any related. And another if it is assign in group of 'rich' it will mostly appeared in the City, Town Centers.

Why not to try assign your vehicles into one group to see them alternately spawning in one street

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1stresponse
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1stresponse
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I added all new handling lines for them at the very end of the handling.cfg file. They all seem to work fine for the most part, but a couple seem to be too low to the ground and they all seem to have the same handling properties. I think maybe the game is using the last line I put there for all of the added cars but I'm not entirely sure.

It is kind of annoying but I work around it for now because only 2 of them don't work right and the rest work fine.

i use a Correct Formula to Convert exactly handling lines from handling.cfg to handlingadder. No floats No Submerged.

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1stresponse
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1stresponse
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It is possible but critical, i tried adding huge planes like C-5, flight is success but something weird on its handling (i do not use keyboard while in flight crash happens, only in mouse controls. If i open the ramp i use Cleo base on Air-to-air fueling system, if you will analyze that cleo script of STRATOTANKER instead of cylindrical tale to be lowered behind that plane, it is now the RAMP of the added cargo plane.

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gtafan113
2

gtafan113
2

I added all new handling lines for them at the very end of the handling.cfg file. They all seem to work fine for the most part, but a couple seem to be too low to the ground and they all seem to have the same handling properties. I think maybe the game is using the last line I put there for all of the added cars but I'm not entirely sure.

It is kind of annoying but I work around it for now because only 2 of them don't work right and the rest work fine.

i use a Correct Formula to Convert exactly handling lines from handling.cfg to handlingadder. No floats No Submerged.

The only reason why I don't want to use handling adder is because I'm adding a lot of fast cars and the handling adder crashes when you go too fast in an added car. If this didn't happen then I would definately use it, but I want to be able to drive as fast as want to so that's why I don't.

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aStiffSausage
143

aStiffSausage
143

What tools you are using?if it is a "CAR" then place it under 'cars' or 'more-cars',. Handling.cfg does NOT require ALPHABET ARRANGEMENT. Know what vehicle types you are adding.

And make sure, that vehicle handling name inside handling.cfg must same as what your vehicle .dff is, and in all CAPITAL.

Bullsh*t. All handling.cfg names are coded in EXE and their data is get by the function, so adding any new data ISN'T a good idea.

Not a good idea, but it has worked for me few times. Sometimes everything goes wrong, sometimes works without problems. I have no idea why this happens, but re-installing the game and trying again sometimes helps. There's no rational reason why it would ever work, but it's the fun of modding the game; sometimes it crashes at random point and sometimes it works perfectly.

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1stresponse
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1stresponse
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I added all new handling lines for them at the very end of the handling.cfg file. They all seem to work fine for the most part, but a couple seem to be too low to the ground and they all seem to have the same handling properties. I think maybe the game is using the last line I put there for all of the added cars but I'm not entirely sure.

It is kind of annoying but I work around it for now because only 2 of them don't work right and the rest work fine.

i use a Correct Formula to Convert exactly handling lines from handling.cfg to handlingadder. No floats No Submerged.

The only reason why I don't want to use handling adder is because I'm adding a lot of fast cars and the handling adder crashes when you go too fast in an added car. If this didn't happen then I would definately use it, but I want to be able to drive as fast as want to so that's why I don't.

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Fatalpipe
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Fatalpipe
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Don't add any new entries to handling.cfg, unless you want the game to be really f*cked up

Well,things worked fine to me until now.

I will say something to you people:"I spent about 2 months,some weeks,many days and a lot of hours editing lines,files,things,replacing files,downloading,reading,asking,answering... Lots of crashes,reinstalls,oh my,hard times... All this to add things in GTA SA to my son!!

Things goes wrong many times,but you need to take your time to exploit the possibilities,as I did with help of many others from here(GTAForums).

And you know what?At 25yr old,I've learned a lot about how to code Cleo things,learned about game textures,about mixing things/mods together,but most important thing I've learned is that you need to know SA in a particular way,as -BLITZ- already explained:

I remember when I started to mod my SA, after 12 cars installed, my game was crashing on some point if I was driving on some specific street. I didn't know how to install them correctly at that time of handling, vehicles.dat because I was new to this stuff.

Take note that, you have to rebuild arhives everytime when you install something or more than 2-3 files on that install. My game crashes in hours or luckly doesn't crash in that day at all. You really have to know understand SA, then you have no problems.

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SomeGuy86
72

SomeGuy86
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Does this fix the crash that happens when you drive too fast.in a car?

Good question... This tool comes with the option to "Set Maximum fVelocity to 1,226" which I assume has to do with speed crashes. HOWEVER, during the initial testing, I still experienced crashes when going too fast, especially when I crash into something, whenever going off-road & hitting a bump or crashing into the another vehicle.

These are not really crashes, more like hangs, as San Andreas stops responding...

So I guess it's not 100% reliable, but still the best way yet to add functional handlings into the game

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fastman92
2,082

fastman92
2,082

Don't add any new entries to handling.cfg, unless you want the game to be really f*cked up

Well,things worked fine to me until now.

I will say something to you people:"I spent about 2 months,some weeks,many days and a lot of hours editing lines,files,things,replacing files,downloading,reading,asking,answering... Lots of crashes,reinstalls,oh my,hard times... All this to add things in GTA SA to my son!!

Things goes wrong many times,but you need to take your time to exploit the possibilities,as I did with help of many others from here(GTAForums).

And you know what?At 25yr old,I've learned a lot about how to code Cleo things,learned about game textures,about mixing things/mods together,but most important thing I've learned is that you need to know SA in a particular way,as -BLITZ- already explained:

I remember when I started to mod my SA, after 12 cars installed, my game was crashing on some point if I was driving on some specific street. I didn't know how to install them correctly at that time of handling, vehicles.dat because I was new to this stuff.

Take note that, you have to rebuild arhives everytime when you install something or more than 2-3 files on that install. My game crashes in hours or luckly doesn't crash in that day at all. You really have to know understand SA, then you have no problems.